Introduction
K´ is a cybernetically modified human with genes transplanted from Kyo Kusanagi by the secret organization NESTS.
He wields the ability to manipulate fire, a power he controls with his right-hand glove.
Movelist
(*) = EX OK
(!) = MAX OK
(Midair Only) = Can only be done in the air.
(Hold OK) = Can be held before releasing.
Throws
Spotpile - (close) / +
Knee Strike - (close) / +
Command Normals
One Inch - +
Knee Assault - +
Sniper Slide - +
Special Moves
Ein Trigger - + / (*)
- ┗ Second Whip - +
- ┗ Second Shoot - +
- ┗ Second Knuckle - +
- ┗ Second Shell - +
- ┗ Blackout (EX Second Shell Only) - + /
- ┗ Blackout - + /
Blackout - + / (*)
Crow Bite - + / (*)
- ┗ Follow Up ( Crow Bite Only) - + /
Minute Spike - + / (*)
- ┗ Narrow Spike - + /
Air Minute Spike - + / (*) (Midair Only)
Super Special Moves
Hard Drive - + / (!) (Hold OK)
Chain Drive - + / (!)
Climax Super Special Moves
Hyper Chain Drive - ++
Quick Combo Reference
Quick Combo Reference
Notation
0 Meter
|
Placeholder
Placeholder
|
( = dmg
( = dmg
|
1 Meter
|
Placeholder
Placeholder
|
( = dmg
( = dmg
|
2 Meters
|
Placeholder
Placeholder
|
( = dmg
( = dmg
|
Gameplay Overview
Normals
Far Standing Normals
Far A
No results
NO IMAGE FOUND
|
No results
|
Far B
No results
NO IMAGE FOUND
|
No results
|
Far C
No results
NO IMAGE FOUND
|
No results
|
Far D
No results
NO IMAGE FOUND
|
No results
|
Close Standing Normals
Close A
close A
|
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%.
|
Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty.
|
Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special or super cancelable. If neither, will stay empty.
|
StartupNumber of frames for the move to become active, first active frame included.
|
Activex, (y), z means the move has two hits. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for.
|
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.
|
Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent.
|
Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent.
|
Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used to note the frame range.
|
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable
|
Guard DamageDamage done to the guard bar regardless of multipliers
|
25
|
Mid
|
command
|
4
|
3
|
7
|
+5
|
+3
|
-
|
30
|
60
|
|
|
Close B
close B
|
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%.
|
Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty.
|
Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special or super cancelable. If neither, will stay empty.
|
StartupNumber of frames for the move to become active, first active frame included.
|
Activex, (y), z means the move has two hits. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for.
|
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.
|
Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent.
|
Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent.
|
Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used to note the frame range.
|
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable
|
Guard DamageDamage done to the guard bar regardless of multipliers
|
30
|
Low
|
command
|
6
|
3
|
8
|
+4
|
+2
|
-
|
30
|
60
|
|
|
Close C
close C
|
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%.
|
Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty.
|
Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special or super cancelable. If neither, will stay empty.
|
StartupNumber of frames for the move to become active, first active frame included.
|
Activex, (y), z means the move has two hits. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for.
|
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.
|
Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent.
|
Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent.
|
Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used to note the frame range.
|
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable
|
Guard DamageDamage done to the guard bar regardless of multipliers
|
70 (35+35)
|
Mid
|
command
|
5
|
2 (2) 3
|
20
|
-2
|
-4
|
-
|
70 (35+35)
|
120 (60+60)
|
|
|
Close D
close D
|
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%.
|
Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty.
|
Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special or super cancelable. If neither, will stay empty.
|
StartupNumber of frames for the move to become active, first active frame included.
|
Activex, (y), z means the move has two hits. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for.
|
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.
|
Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent.
|
Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent.
|
Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used to note the frame range.
|
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable
|
Guard DamageDamage done to the guard bar regardless of multipliers
|
80
|
Low
|
command
|
7
|
3
|
20
|
-2
|
-4
|
-
|
70
|
120
|
|
|
Crouch Normals
Crouch A
No results
NO IMAGE FOUND
|
No results
|
Crouch B
No results
NO IMAGE FOUND
|
No results
|
Crouch C
No results
NO IMAGE FOUND
|
No results
|
Crouch D
No results
NO IMAGE FOUND
|
No results
|
Jump Normals
Jump A
jump A
|
Version
|
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%.
|
Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty.
|
Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special or super cancelable. If neither, will stay empty.
|
StartupNumber of frames for the move to become active, first active frame included.
|
Activex, (y), z means the move has two hits. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for.
|
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.
|
Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent.
|
Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent.
|
Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used to note the frame range.
|
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable
|
Guard DamageDamage done to the guard bar regardless of multipliers
|
hop
hop
|
40
|
High
|
special
|
4
|
7
|
1 on ground
|
-
|
-
|
-
|
30
|
50
|
jump
jump
|
45
|
High
|
special
|
4
|
8
|
1 on ground
|
-
|
-
|
-
|
30
|
60
|
|
|
Jump B
jump B
|
Version
|
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%.
|
Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty.
|
Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special or super cancelable. If neither, will stay empty.
|
StartupNumber of frames for the move to become active, first active frame included.
|
Activex, (y), z means the move has two hits. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for.
|
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.
|
Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent.
|
Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent.
|
Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used to note the frame range.
|
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable
|
Guard DamageDamage done to the guard bar regardless of multipliers
|
hop
hop
|
40
|
High
|
special
|
4
|
13
|
1 on ground
|
-
|
-
|
-
|
30
|
50
|
jump
jump
|
45
|
High
|
special
|
4
|
14
|
1 on ground
|
-
|
-
|
-
|
30
|
60
|
|
|
Jump C
jump C
|
Version
|
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%.
|
Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty.
|
Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special or super cancelable. If neither, will stay empty.
|
StartupNumber of frames for the move to become active, first active frame included.
|
Activex, (y), z means the move has two hits. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for.
|
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.
|
Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent.
|
Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent.
|
Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used to note the frame range.
|
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable
|
Guard DamageDamage done to the guard bar regardless of multipliers
|
hop
hop
|
70
|
High
|
special
|
6
|
7
|
1 on ground
|
-
|
-
|
-
|
70
|
100
|
jump
jump
|
70
|
High
|
special
|
6
|
8
|
1 on ground
|
-
|
-
|
-
|
70
|
120
|
|
|
Jump D
jump D
|
Version
|
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%.
|
Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty.
|
Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special or super cancelable. If neither, will stay empty.
|
StartupNumber of frames for the move to become active, first active frame included.
|
Activex, (y), z means the move has two hits. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for.
|
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.
|
Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent.
|
Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent.
|
Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used to note the frame range.
|
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable
|
Guard DamageDamage done to the guard bar regardless of multipliers
|
hop
hop
|
70
|
High
|
special
|
9
|
5
|
1 on ground
|
-
|
-
|
-
|
70
|
100
|
jump
jump
|
70
|
High
|
special
|
10
|
6
|
1 on ground
|
-
|
-
|
-
|
70
|
120
|
|
|
Blowback
Blowback
Blowback
|
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%.
|
Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty.
|
Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special or super cancelable. If neither, will stay empty.
|
StartupNumber of frames for the move to become active, first active frame included.
|
Activex, (y), z means the move has two hits. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for.
|
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.
|
Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent.
|
Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent.
|
Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used to note the frame range.
|
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable
|
Guard DamageDamage done to the guard bar regardless of multipliers
|
75
|
Mid
|
command
|
14
|
4
|
25
|
Wall Splat [+71~+87] (Ground hit) / SKD (Air hit)
|
-6
|
-
|
100
|
160
|
|
|
ShatterStrike
No results
NO IMAGE FOUND
|
No results
|
jump CD
jump CD
|
Version
|
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%.
|
Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty.
|
Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special or super cancelable. If neither, will stay empty.
|
StartupNumber of frames for the move to become active, first active frame included.
|
Activex, (y), z means the move has two hits. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for.
|
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.
|
Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent.
|
Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent.
|
Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used to note the frame range.
|
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable
|
Guard DamageDamage done to the guard bar regardless of multipliers
|
hop
hop
|
80
|
Mid
|
-
|
17
|
5
|
1 on ground
|
-
|
-
|
-
|
80
|
120
|
jump
jump
|
90
|
Mid
|
-
|
17
|
6
|
1 on ground
|
-
|
-
|
-
|
80
|
140
|
|
|
Throws
Spotpile
|
Damage
|
Stun
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Block Adv
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
- Enter move description here.
|
|
Knee Strike
|
Damage
|
Stun
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Block Adv
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
- Enter move description here.
|
|
Command Moves
One Inch f+A
|
Damage
|
Stun
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Block Adv
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
- Enter move description here.
|
|
Knee Assault f+B
|
Damage
|
Stun
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Block Adv
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
- Enter move description here.
|
|
Sniper Side b+B
|
Damage
|
Stun
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Block Adv
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
- Enter move description here.
|
|
Special Moves
Ein Trigger qcf+A/C
|
Damage
|
Stun
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Block Adv
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
- Enter move description here.
|
|
Second Whip f+A after Ein Trigger
|
Damage
|
Stun
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Block Adv
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
- Enter move description here.
|
|
Second Shoot f+B after Ein Trigger
|
Damage
|
Stun
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Block Adv
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
- Enter move description here.
|
|
Second Knuckle f+C after Ein Trigger
|
Damage
|
Stun
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Block Adv
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
- Enter move description here.
|
|
Second Shell f+D after Ein Trigger
|
Damage
|
Stun
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Block Adv
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
- Enter move description here.
|
|
Blackout f+B/D after Ein Trigger or EX Second Shell
|
Damage
|
Stun
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Block Adv
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
- Enter move description here.
|
|
Blackout qcf+B/D
|
Damage
|
Stun
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Block Adv
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
- Enter move description here.
|
|
Crow Bite dp+A/C
|
Damage
|
Stun
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Block Adv
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
- Enter move description here.
|
|
Crow Bite (Follow Up) f+B/D after C Crow Bite
|
Damage
|
Stun
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Block Adv
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
- Enter move description here.
|
|
Minute Spike qcb+B/D
|
Damage
|
Stun
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Block Adv
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
- Enter move description here.
|
|
Narrow Spike qcb+B/D after Minute Spike
|
Damage
|
Stun
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Block Adv
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
- Enter move description here.
|
|
Air Minute Spike j.qcb+B/D
|
Damage
|
Stun
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Block Adv
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
- Enter move description here.
|
|
Super Special Moves
Heat Drive qcfx2+A/C
|
Damage
|
Stun
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Block Adv
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
- Enter move description here.
|
|
Chain Drive qcf,hcb+A/C
|
Damage
|
Stun
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Block Adv
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
- Enter move description here.
|
|
Hyper Chain Drive qcb,hcf+CD
|
Damage
|
Stun
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Block Adv
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
- Enter move description here.
|
|
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